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World Languages and Literatures
4-15-2009
10 Key Principles for Designing Video Games for Foreign
Language Learning
Ravi Purushotma
Steven L. horne
Portland State University
Julian Wheatley
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Purushotma, R., horne, S. L., & Wheatly, J. (2009). 10 Key Principles for Designing Video Games for Foreign Language Learning.
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The students' task is to find out, without looking at the partner's list, which items on the two lists are
identical and which are only similar. They can only do this by questioning or commenting in the target
language. Thus, the overt purpose of the lesson is not "to study the use of copular verb constructions,"
but rather "to compare and identify discrepancies between the objects that you see and those that your
partner sees." To do so, of course, students will in fact have to make use of copular verb constructions,
but they will craft the interrogation in their own terms. If they have not fully internalized the linguistic
material that they need, they can look to their partner for help, or failing that, seek help from their
teacher. Thus, the traditional grammatical and lexical underpinnings are still taught, but they are
embedded within a task where their relevance is apparent and where they can be associated with actual
situations.
While there seems to be a fair degree of consensus among language theorists and teachers about the
benefits of incorporating Task-Based Language Teaching (TBLT) in the curriculum, actually applying it to
the classroom setting is still in early stages of development. But even now, it is possible to conceive of a
number of ways to enhance student engagement in task-based activities. These include: (1) finding ways
to introduce more complex narrative structure to the task; (2) adding elements of play; and (3) increasing
players to use language. Then, having established a
communicative point of view because they are
need for language use, the next step is to provide
players with support that allo\IVS them to navigate the
game interface and learn whatever language concepts
they need to complete the task at hand (see principle
#3 & #4 for examples). Finally, the player needs to be
provided with creative feedback mechanisms that will
allow them to improve their performance. Through this
cycle of need, support and creative feedback, we can
effectively embed language pedagogy in a larger
meaning-centered framework.
the most direct embodiment of a speaker's
In order to meet lower production budgets and avoid
creative challenges, the greatest temptation for
language game designers is to focus on words, either
as spellings, without any attention to meaning, or as
dictionary entries, without any attention to contexts of
use. For example, a game like hangman could easily
communicative intentions" (Tomasello, 2003:
325-6). As the early 20th century linguist
Volosinov described it, language characterized
as a system of normative forms is a scientific
abstraction (1973: 98); rather, it is "solely
through the utterance [or use] that language
makes contact with
communication, is imbued with its vital power,
and becomes a reality" (1973: 123). Especially
in foreign language development, there is a
case to be made for a focus on what actual
people actually do - the process-ontology of
human communicative acts and processes that non-meaning (i.e., grammar and structure
based) approaches inadequately acknowledge
(see Thorne & Lantolf, 2007). To better
be produced for an entire dictionary worth of words, as
integrate form and meaning within a usagethe game only requires entering the spelling of each
based understanding of language
word and not its actual meaning. Similarly, games such
development, we suggest adopting a language
as crosswords, that focus on the spelling (or sound)
awareness framework that emphasizes having
and dictionary definition of individual words, fail to give
learners/communicators gain understandings of
the learner the contexts she needs to determine how
the implications of language form as it relates
the word is used. So, a game that merely teaches
to the production of meaning and social
students the words "the", "durian", "eaten" and "was"
actions. Within a language awareness
must be seen by those evaluating learning games as
framework, meaning and form are bound up
being vastly inferior to a game that can support
together as a holism. Language structure
students in learning to differentiate between "The
(lexical choice, morphology, syntax) is what
durian was eaten.", "Was the durian eaten?", "Eat the
produces meaning, and the goal is to enhance
durian!", "Pedro ate the durian." and "The durian ate
learners' capacities to leverage discrete
Pedro." Furthermore, such a game should in-turn be
linguistic elements to carry out informationalseen as inferior to a game that teach learners to
semantic and pragmatic actions (for a
differentiate between utterances - language
discussion, see McCarthy & Carter, 1994;
produced for a purpose (or in other words, language
Thorne, Reinhardt, & Golombek, 2008).
in a context), such as: Question: "What about this one
[Durian]? I Response: Hmm, about right, I think; take a whiff."
#3 All elements of the game, particularly communication and input mechanisms, should have a
playful spirit to them
If we place meaning-focused activities at the center of a language learning game, one of the most
instantly visible challenges is designing an effective user-interface and input mechanism. When activities
take place in a classroom, students simply use their voices to talk to one another or their teacher as their
primary means of interacting and completing the tasks. In computer systems, the use of speech
recognition is still in its infancy, and video games based on it have proved overly ambitious (Lifeline,
2004 ). Having students type out full sentence responses is, naturally, too slow and cumbersome for use
could draw from a corpus (i.e., collection of texts that can be computationally analyzed) of naturally
occurring communication that would provide real-world examples of present, past, perfect and pastperfect tenses in indicative, conditional and other relevant moods, so that they can find ways for each to
be encountered within the game. However, the systems used by designers to organize learning concepts
is often not the most useful structure for learners. It is generally not necessary - or desirable - to place
such metalinguistic information as central feature of the game; nor should the game require players to
name the grammatical categories and other metalingusitic concepts in order to make progress in the
game, so long as they are able to use them successfully. In fact, many of the best selling language
learning titles {like Pimsleur and Rosetta Stone) take the extreme position of forgoing any mention of
metalinguistic terms at all. Just how much metalingusitic description and other forms of explicit instruction
should be provided in traditional classroom language learning environments remains controversial. Some
students find it helpful; others find it more confusing than useful. Similarly, language acquisition theorists
have wide ranging disagreements as to how, or even if, explicit metadescriptive instruction is useful in the
overall language learning processes. In light of these doubts, researchers tend to agree that, while
some conceptually oriented explicit instruction is likely to be useful (see related sidebar for discussion),
the primary goal and orientation of the orthodox language curriculum should be to create conditions
where discrete linguistic elements play a salient role in meaningful communication, which in turn
raises awareness of language form as a resource for carrying out goal-directed actions (Ellis, 2005;
Schmitt, 1990; Lantolf & Thorne, 2007: 218)
A classroom teacher planning a lesson has to decide
Theoretical Con side rations
Many learners appreciate (and expect) explicit
assistance at the level of discrete point
much time to give students to practice and
grammar and lexical options. Conventional
proceduralize kno\Nledge (e.g., DeKeyser, 2007).
grammatical and lexical aids can be
Rather than struggling with the same dilemma,
incorporated as 'help' features but should not
designers of interactive systems can and should offer
intrude on the action sequences that govern,
options that adapt to an individual learner's
and make enjoyable, in-game play. Where
preferences and challenges. In the light of research
possible, it would be useful to include, among
findings about meaning-focused and form-focused
ancillary language help features, a variety of
instruction, a three-tiered approach to presenting new treatments that address the conceptual
language concepts within a video game would seem to structuring of the world through the target
be most effective: at the top level, a player's initial
language in question. By this, we mean to
interaction with the game would focus entirely on trying suggest that how tense and aspect function in
to accomplish a task, without presentation of
a given language to represent events, or how
corresponding linguistic terminology, categories, or
agency is variably constructed through active
analysis. Players who have already managed to
or passive voice, or how determiners (in
master the relevant language elements can proceed
English) explicitly mark a nominal item as
to the next stage.
directly referenced or generically indexed, offer
how much time to give to explicit instruction
(i.e., declarative kno\Nledge about language) and how
If players do not succeed simply by focusing on the
tasks, they can move to a second layer that allovvs
them to consider the language that they have been
using in new ways, but that still eschevvs full
grammatical presentation. As described in principle
#3, this can be achieved through a variety of
mechanisms that take advantage of the multimedia
potential contributions to the longer process of
advanced language proficiency. Grammatical
resources are, after all, tools to be used to
achieve specific and nuanced social action and
form a symbolic medium through which to
construct the world in particular ways. In
addition to the brief examples above,
capabilities of a gaming environment. Finally, as a
conceptual material relevant to games that
third tier, students should be able to click on or
require communication with other players (or
otherwise interact with the system in order to receive
non-player characters) could involve
vvhatever explicit grammatical instruction they still need pragmatics, defined as "the study of speaker
to understand the forms being highlighted. This third
and hearer meaning created in their joint
tier would include extensive explanations of grammar
actions that include both linguistic and
terms and language structure. Due to the fact that this nonlinguistic signals in the context of
tier is available from, but also separate from, the
socioculturally organized activities" (Locastro,
spaces of actual gameply, it should be as detailed and 2003: 15). Pragmatic norms relating to
comprehensive as necessary without worry of
requests and apologies, for example, differ
displacing or interfering with the primary arena of task- greatly across languages and speech
based interaction.
communities, with a primary distinction being on
vvhether utterances are hearer-oriented ("could
For example, imagine you are a curricular designer
you hand me that book please?") or speakerlooking through a list of grammatical concepts you
oriented ("may I have that book please?"). In a
wish to teach and you realize you need to include a
recent study involving American native
lesson on auxiliary verb preposing, of the sort that
speakers of English and Mexican native
occurs in English questions. Whereas 80 years ago,
speakers of Spanish, the Spanish group
you might have simply entitled the lesson
demonstrated a marked preference (87%) for
"auxiliary verb preposing", today you would tell
hearer-oriented requests (e.g., Medas un
students they are to imagine themselves as police
cafe.) and the English-speakers demonstrated
interrogators trying to get key information from a
a marked preference {90%) for speakerprisoner. Conducting such an interrogation effectively
oriented strategies ("can I see your notes?")
will, as a matter of course, give rise to questions that
(Pinto, 2005, cited in Sykes, 2008). Explicit
illustrate auxiliary verb preposing, so the subject
presentation of such preference systems would
matter need not be examined explicitly right away.
enable learners to generate utterances "on the
Class activities, such as prisoner interrogation, that
fly" that might align more closely with native
are common in task-based language classrooms, have
speaker pragmatic norms.
very natural connections to existing
entertainment video game models (e.g. Phoenix Wright).
Students vvho have mastered auxiliary verb preposing and other relevant concepts would be allowed
to continue with the interrogation with no further pedagogical intervention. Students vvho need support,
however, would be able to receive visual or other inferential cues to help them understand the linguistic
forms they need. Placing a question mark at the end of a sentence, for example, could cause the
question mark and the auxiliary verb to change color and a shadow image of the auxiliary verb to animate
its way to the correct position at the head of the sentence. Students vvho find this level of support (focuson-form without explicit metalinguistic description) helpful enough can proceed with the interrogation. If
not, they would be able to access a final level of meta-linguistic support that deals with the notion of
"auxiliary verb" and its role in question formation.
#5 Learning content should be organized around tasks, not presented taxonomically
Along with grammatical notions, game designers might also feel it useful to keep track of the sequencing
of concepts that is found in traditional curriculum design. For example, one might plan the following
learning objectives:
Vocabulary Goals
Grammar Goals
Level 4 Colors
Question Formation
Level 5 Food and Drink
Negation
Level 6
Relative Clauses
Parts of the Body
This would ensure that a broad range of language concepts is covered in a game. However,
arbitrary taxonomical sequencing, such as the one shown above, presents a number of problems for
language acquisition.Across cultures, this may not be the best way of sequencing material for human
memory systems (Anderson, et. al 1994 ); and Vercoe (2006) argues it to be particularly problematical for
Asian cultures:
Research has shown that if language is instructed via relationships there are
greater opportunities for vocabulary retention (Nation, 2000). At present,
for example, when students encounter colours in English textbooks they are
often taught all at one time, a wonderful taxonomical grouping. It should
come as no surprise that days after instruction students sort-of know that
"red" is a "colour" and "green" is a "colour" but which colour is red and
which is green is hard to remember. By the instruction of one colour and
another noun with a relationship "Green frogs live in a river," there is a far
greater chance that students will retain the vocabulary (Nation, 2000), both
of the target colour as well as the nouns frog and river, as opposed to
collectively grouping "Animals" and "Bodies of water" or "Places to live" in
another lesson. Grouping things in a textbook or lesson is perhaps still useful
in form of review and this is not to suggest that Eastern learners can't be
instructed taxonomically however; It would seem clear that using a
"relationship-based instruction model" would have far greater success in the
teaching of English to Asian students ...
When a Japanese mother sits down to play with her child, she speaks mostly
in relationship words (Fernald ft Morikawa, 1993; Nisbett 2003), "I give the
vroom vroom to you. Now, give it to me. Thank you." An American parent
would be more inclined to talk with object words "Here's the car. It has nice
wheels" (Nisbett, 2003). Relationships become very fundamental in Asian
thinking and influence a great deal of the way their world is created, where
European/ Americans tend to be prepared for a world of objects.
In tests (Ji et al, 2004; Nisbett, 2003) both Western and Eastern subjects were
shown pictures of a chicken and grass and were asked to group them with a
cow. Most westerners have tended to group the chicken and the cow, and
justifying their answers by thinking taxonomically, (both are animals); yet
most Eastern subjects would group the cow and grass, thinking via
relationships (cows eat grass).
One possible solution would be to take words and concepts and evenly spread them across the game i.e. level 1 will teach "red", level 2 will teach "green", level 3 will teach "blue." This, however, would be
both a nightmare for the curricular designer to keep track of for every concept and for the game designer
to construct genuinely engaging contexts for eliciting language-need from the player. Alternatively, rather
'Does in this picture there is four
astronauts?'
other-fronting:
Stage 4
Stage 5
Stage 6
'Is the picture has two planets on top?'
Inversion in wh- +copula and 'yes/no'
questions
wh- + copula:
'Where is the sun?'
Auxiliary other than 'do' in 'yes/no' questions:
'Is there a fish in the water?'
Inversion in wh- questions
inverted wh-questions with 'do':
'How do you say [proche]?'
inverted wh- questions with auxiliaries other than
'do':
'What's the boy doing?'
Complex Questions
question tag:
'It's better, isn't it?"
negative question:
'Why can't you go?'
embedded question:
'Can you tell me what the date is today'
While it may be possible for a stage 1 student to memorize all the rules necessary to pass a test for stage
6, this know'ledge generally does not enter into their everyday "interlanguage" and is frequently forgotten
soon after. Curricular materials attempting to dictate how and when students will acquire a particular
concept have largely failed (Lightbown and Spada 1999), and video games should not expect to achieve
this either. Rather, by distributing various game tasks requiring concepts such as question formation
throughout the length of a curriculum, we allow students to progress from each stage to the next as their
internal system is ready to do so.
One proven mechanism for spreading the acquisition of complex linguistic material through the
duration of a game is to progressively require more difficult forms of responses from players. For
example, a game might be designed in which players at level 1 only overhear more advanced
constructions, such as question formation, but are not actually required to use them in any way. They
vvould not have to start using them until a later level, say level 3, when they would be required to respond
to questions but not ask (Ellis 2003: 43). Then in level 5 they might be placed on a team where they work
together to perform tasks that require correct production of questions. Not until level 7 would they actually
be required to form questions on their own. In this way, players could progress from level to level
through the game without being penalized for not having completely mastered receptive and productive
skills; if they do master a concept early, they would be rewarded through means other than level
progression (e.g., by social recognition from their teammates).
#7 Assessment should intelligently track free production tasks throughout the game, not
simply measure controlled production during test events
If we accept that making mistakes is a natural part language learning, and that "The idea that what you
teach is what they learn, and when you teach it is when they learn it, is not just simplistic, but wrong"
(Doughty & Long, 2003, above) then the most immediate challenge for curricular designers is to come up
with a coherent assessment strategy. Assessment is further complicated by the fact that mistakes are
often signs of progress. For example, parents of children learning English know that they begin by using
the vvord "went" correctly, but then later, start using "goed" instead, generalizing from the regular past
participle formation. Some parents might be alarmed at this and try, unsuccessfully, to teach their kids to
say "went" again. Most, however simply find it cute, and sure enough, without any specific intervention,
the child will naturally resume using "went" correctly again.
In adult second language learning the picture is considerably more complicated. While some errors may
be part of a natural progression, others can be unique to a learner's particular situation, and need to
be addressed explicitly. Over time, skilled teachers will usually have a sense of where each of their
students is in their language learning. With a computer system, however, this becomes extremely difficult,
as we lose all affective and other means of understanding a student beyond simple
algorithmic calculations.
Although the gaming environment may be incompatible with many of the traditional ways of evaluating
student progress, it also makes available new forms of assessment. It is therefore critical that we identify
each of the different assessment possibilities available to us and use them to our advantage. First and
foremost, a teacher can only assess a limited amount of content along a limited number of criteria. In
cases where teachers are overwhelmed by the number of students they have, assessment often gets
reduced to checking to see if a student can correctly construct a sentence with a particular language
feature or not. Yet, it is almost never the case that a student's knowledge can be measured in absolute
terms, all or nothing, right or wrong.
Some theorists (Schmidt, 1990) observe that even if two students make the same mistake, the one who is
able to notice his mistake is significantly further along in the learning process than the one who can't (see
also Dynamic Assessment, e.g., Lantolf & Thorne, 2006: 327-357). Consequently, game designers
should find ways to discern if a player is aware of the nature of the mistake. If so, the game's feedback
mechanisms can give partial reward to the player for having achieved that much, while at the same time,
providing contingent feedback so that he or she can do better. As noted in the prior principle, students
can reach a point at which they understand a language feature when they hear it in conversation, but are
not yet able to produce it on their own. Many theorists argue that, for early learners, this may be a more
important milestone than the ability to produce the target feature (Krashen & Terrell 1983). Regardless of
which is more important, players can certainly be rewarded in a game for reaching such a level of
understanding.
Further on in the learning process, players may actually be able to produce the target language
correctly, but only in certain contexts and may be unable to use it productively in others. This level of
ability is of little real-world use, but is the level that is most commonly tested in traditional classrooms
(Norris & Ortega, 2000). Rather than stopping at this point, game assessment systems should continue
tracking and rewarding players as they further their language competency. For example, at a more
advanced stage, players might be able to productively use a target language feature across a number of
contexts, but only while concentrating on the use of that target feature. In a final stage, students would be
able to comfortably and spontaneously incorporate a new concept into their everyday speaking and
writing. This is by far the most important measure of mastery, yet it is also the hardest to assess in a
traditional environment and therefore often overlooked. In a game environment, however, assessment
systems can run in the background, adjusting to every action a player takes. This, of course, needs to be
balanced with giving the players the freedom-to-fail and make mistakes - even on purpose. But it opens
the possibility of recognizing when a player has exhibited sufficient spontaneous language use to
demonstrate true mastery.
Policy Implications
Relevant Research
For teachers who are used to evaluating
Assessment that highlights ecological validity- meaning
students through timed, free-standing tests
approaches with direct linkages between the language
given to groups of students together,
learning context and language assessment process -
assessment in a gaming environment will
are highly relevant to the tracking of language
require a considerable shift. Good teachers
development in gaming environments. Assessment of
make continuous, informal judgments about
this sort would include examinations of language
students' progress, adjusting their teaching
production data from participants while they are
to remedy perceived problems. Testing
engaged in "naturally occurring" in-game
then, is a way of confirming such judgments
communication. Examples are analysis of the use of
so as to provide objective data for grading
synchronous chat tools that serve to help players
and administrative decisions. With
coordinate group activity, essays or other prose writing
communicative learning of all kinds, and
done to flesh out a character and his or her role in a
particularly with learning in a game
game based narrative, or voice communication using
environment where there is no fixed text and
VoIP that is concurrent with coordinated group game
no fixed repertoire of features, teachers
play. Computational tools and corpus linguistic
have to find ways to quantify their informal
techniques have been used extensively for such
assessments with different kinds of
purposes. Recent corpus-informed assessment and
measures, not just by projecting from
pedagogy projects have had learners compare corpus
components of the communicative act
data from expert speakers with that from learners,
(grammatical patterns, translation, etc.), but
including their own production (what Seidlhofer (2002)
also by examining the actual communicative
terms 'learner-driven data'). There are many benefits to
process. At the local level - classroom
exposing learners to both expert and learner corpora
testing - students will have to demonstrate
and corpora-based materials, including the opportunity
their abilities in interviews, presentations or
to notice the differences between their own and expert
other activities that show their ability to use
production, and to negotiate and interact with other
language in communicative settings. They
students, teachers, and experts during the learning
will also need to be evaluated periodically in
process. Recent corpus-based studies have
global terms, so that they know their
demonstrated how learners were able to develop
progress on a general scale, and so
awareness of the pragmatic consequences of their own
programs can evaluate the effectiveness of
usage (Vyatkina & Belz, 2006) and to experience
their teaching and make appropriate policy
"technology-enhanced rhetorical consciousness raising"
decisions.
(Lee & Swales, 2006: 72).
#8 Consider the Full Range of Gaming Platforms Available
Thirty-five years ago, video games were confined to dedicated arcade centers in which players would
feed coins into machines every few minutes in order to take a turn on a particular game. This limited the
development of video games at that time to very specific forms: those that could be played in as short an
amount of time as possible, while still enticing players to want to keep playing and pumping in coins. A
complex strategy game requiring hundreds of teammates to spend days planning and coordinating a
single move, for example, would have been entirely out of the question.
Today our stereotypical notion of what a video game is often resembles what was the only possibility a
decade ago: a relatively lengthy, self-contained experience to be packaged on a cd-rom and distributed
to players. Yet, with today's technologies, the possible forms that a game can take are endless: it can be
a five minute game; it can be a never- ending game that is being programmed as the players play it; it
can be played on a complex virtual reality headset; it can be played on a cell phone; it can be played
alone; or it can be played collaboratively with half a million players.
Going forward, it will be useful to identify the relative strengths and weaknesses each video game form
but also for their larger impact on the learner's relation to the language (interest and the desire to
pursue language learning autonomously).
Video games provide language curriculum designers with opportunities not only to deliver
traditional learning content in a highly efficient manner, but also to present the learner with an experience
that specifically engages a particular student's interests. For example, consider the use of songs in
foreign language classrooms. Currently, a teacher looking to build a lesson around a song must select a
song, incorporate it in a lesson plan, and deliver that lesson personally to the students. Choosing which
song to use poses a dilemma, since students do not all have the same musical tastes. So if the
teacher chooses the latest Britney Spears song, some students may love it and learn much from it;
others, however, may hate it, and learn nothing from it or lose interest in the class. In the end, teachers
often give up trying to please their students and end up simply choosing whatever appeals to them,
as teachers.
By contrast, consider a video games such as Audio Surf. Here the player pilots a space ship through
an obstacle course, picking up strategic objects. Before entering the space ship, however, the player is
asked to choose a song from their own mp3 collection, right there on the hard drive. The game doesn't
simply makes that song the background music for the game, it generates the entire race course and sets
the obstacle positions on the basis of a waveform analysis of the song. In this way, the most intense
moments in the game are perfectly synchronized vvith the downbeats in the song, and the entire
experience feels as though it was meticulously crafted just for that specific song.
Twenty years ago, virtually all video games had a prescribed path which all players traveled along
through the arc of the game, sometimes with the possibility of a few branching choices. Today, most of
the top selling games are thought of as open-ended playgrounds where players pick and choose which
activities they want to play: one player in The Sims 2 may try to build the grandest house in the
neighborhood, while another might focus on narrating a story about their character. One player in World
of Warcraft may spend hours orchestrating the simultaneous efforts of 39 other players in order to kill a
grand boss-monster, while another may spend their time individually hunting down the ingredients
necessary to bake a pie. One player in Civilization JV may try to vvin by decimating opponents, some of
whom may in turn be trying to win by building a culturally flourishing civilization or space colony.
By designing language learning games that adapt to students' agentive choices and actions, we have the
potential continue their interest in learning the language far beyond the length of the game we develop.
For example, if we design a game in which the learning objectives were created around song lyrics
chosen by the students themselves, we open up the possibility they will continue to listen to that song in
their own free time and use it to re-enforce their learning. While a similar approach could be taken vvith
other foreign language media artifacts (comics, television, etc.), connections to other video games would
seem the most natural fit for continued autonomous learning. For example, if the objective of a language
learning game is for the student to be able to play a separate entertainment video game in the foreign
language that appeals to them, this should be recognized as a far greas great an accomplishment as the
acquisition of the words and phrases needed to reach this goal.
#10 Where possible, multiplayer games should provide players with meaningful and
distinct roles
The emergence of the internet over the past two
decades has fundamentally transformed the potential
of numerous fields. Video games and language
Theoretical Considerations
The use of Internet technologies to encourage
dialogue between distributed individuals and
learning are no exception. With over a billion people
representing nearly a thousand languages digitally
interconnected with one another, the internet might
seem like an instant panacea for language learning
difficulties. However, initial attempts to simply link
students who want to know each other's language,
expecting them to learn from one another, has had
mixed results. More recently, more creative and
successful uses of Internet-mediated intercultural
interaction for language learning have emerged
(Furstenberg et al. 2001; contributions to Belz &
Thorne (eds.), 2006). Central to such projects is the
partner classes proposes a compelling shift in
second language (L2) education, one that
moves learners away from simulated
classroom-based contexts and toward actual
interaction with expert speakers of the
language they are studying. Internet-mediated
intercultural foreign language education is
premised on the notion that dialogue and other
forms of interaction can foster productive, and
perhaps even necessary, conditions for
developing intercultural communicative
competence (see Belz & Thorne, 2006; Thorne,
idea that the link between partners with different
languages needs to be clearly organized and directed
2003, 2006). Rather than focusing
towards concrete goals, such as exploring cultural
from its use in interpersonal interaction, this
approach emphasizes the use of Internet
differences and similarities, so that target language
linguistic behavior is made visible, problematized
and/or made more nuanced, and eventually
internalized.
Consider Rebecca Black's (2005) account of the
Cardcaptor Sakura section of the popular
community site fanfiction.net. Although the site was not
originally designed for language learning, it serves as
a nexus in which American kids interested in learning
about Asian culture mentor Asian kids interested in
developing their English language skills and vice
versa. Here fans of the popular anime series
Cardcaptor Sakura come together to write and share
their own fictional stories set within the Cardcaptor
Sakura universe. All of the stories are written in
English, yet the Cardcaptor Sakura universe is based
on Asian culture. Thus, each participant comes to the
site with either linguistic or cultural expertise which
complements the needs of another participant, making
all their interactions meaningful, developmentally
productive, and inherently bi-directional.
At the same time, while curricular designers have been
working to find innovative uses of web technologies to
facilitate language learning, game designers have
been extending the capabilities of their games, and
have opened up entirely new genres of video game.
Consider the game, Savage 2: Two teams, of roughly
15 players each, work to build a base for themselves
while simultaneously fighting to destroy the other
team's stronghold. Most of the players on the team
predominantly on language in relative isolation
communication tools to support dialogue,
debate, collaborative research, and social
interaction between geographically dispersed
participants. But the goal is loftier than social
interaction per se and builds on the hypothesis,
described by communication researcher
Joseph Walther (1992, 1996), that Internetmediated relationships have the potential to be
hyperpersonal and can involve more intensely
frenetic interaction than those which occur in
face-to-face settings. This now self-evident
potential of computer-mediated communication
lies at the heart of most internet-mediated
intercultural foreign language learning projects
- the aspiration for participants to develop
meaningful relationships with one another and
to use the language they are studying to do so.
Within the Vygotskian framework (e.g., 1978,
1986), developmental progress involves
actively resolving contradictions through a
process of changes in the locus of control
necessary to regulate thinking and action.
Object-regulation indicates instances when
artifacts in the environment regulate or afford
cognition/activity. Other-regulation describes
mediation by an expert or more capable peer.
Self-regulation indexes an action that an
individual can accomplish with minimal or no
external assistance. Each of these regulation
play from the perspective of an individual solider on
dynamics can involve either human mediation
the ground. However, one player on each team plays
(such as was the case in this example of
the game from an entirely different perspective: that of
a commander overseeing the troops from a birds-eye
camera. The core of the game then consists of
computer-mediated discussion) or support from
soldiers on the ground working to relay information
from their unique perspective back to the commander
player in order to find weak points in the opposing
environmental sources such as design features
of a gaming environment (for SLA related
applications of this approach, see Lantolf &
Thorne, 2006, 2007).
team's defenses and vice-versa.
One popular task often featured in foreign language curricula today is the "information gap" task:
students seek information from each other in order to complete a task. David Nunan (2005) gives the
following example, in which students are each given a table showing when their friends are free and when
they are busy. Their task is to ask questions so they can determine when their friends are free to go an
see a movie. Thus students initiate interchanges such as the following: "Is Karen free Sunday
afternoon?" "No, she's going shopping"
Student A
Friday
Evening
Bob
Saturday
Afternoon
Working
Saturday Sunday
Evening Afternoon
Prepare
Meet
boss at
Late
for a
meeting
airport
Karen
Philip
Go
Shopping
Free
Free
Free
Joan
Sunday
Evening
Free
Baking
Take car to
garage
Cookies
Student B
Friday
Evening
Bob
Saturday
Afternoon
Saturday Sunday
Evening Afternoon
Go to
Sunday
Evening
Free
meeting
Karen
Clean
Free
Go to
visit aunt
apartment
in
hospital
Philip
Play tennis
Study for
exam
Joan
Free
Go to
concert
Free
While many theorists have recognized the value of information gap tasks in language instruction
(Prahbu, 1987), most feel there is much room for improvement. Pica and Doughty ( 1985b: 246, cited in
Ellis, 2005), in a study that tried to determine the sort of classroom format that would best facilitate
information gap activities, concluded that "neither a teacher-fronted nor a group format can have any
impact on negotiation as long as these tasks continue to provide little motivation for participants to
access each other's views."
The example task above, while certainly a task one might encounter in everyday life, is not one people
usually engage in for entertainment purposes. Rather it is one most people only do when they really are
trying to arrange a time for friends to see a movie together. Thus, it should not come as a surprise that
some students find little motivation in performing what might otherwise be considered a chore - but in
an unfamiliar language. By contrast, many of the tasks players undertake in order to complete a video
game are initiated by real needs to communicate information between players. In fact, the tasks are, by
definition, designed to be so engaging that players are willing to do them in their free time. Curricular
designers can capitalize on the enthusiasm for such activities by identifying existing game mechanics
that naturally encourage students to collaborate, and then incorporating those experiences into a larger
pedagogical framework.
Genres
As the capabilities and possibilities for video games have evolved, the medium has developed numerous
distinctive genres, each with their own conventions. Within each genre, it is important that we consider
the relative strengths and weaknesses each holds in relation to language learning.
Puzzle Adventure Games
Easiest genre to deploy in a classroom environment, 'Nith plenty of games already in existence.
Puzzle adventure games such as Grim Fandango, The
Curse of Monkey Island or Sam and Max are
the easiest games for teachers to bring into their
classrooms. In these games, players take the role of
the protagonist in a story in which they interact with a
variety of characters to solve mysteries and puzzles. In
a classroom setting, teachers can simply project the
game to the front of the classroom, then have the
students tell them how to direct the protagonist. By
giving commands to the teacher, students have
opportunities to practice imperative forms, the copious
dialogs leaves numerous openings for teachers to
break down and explain new language in a natural
manner, and the puzzle tasks give students chances
to debate possible solutions among themselves. The
fact that these games only require a single computer
and a projector dramatically reduces the technical
requirements. Another plus is that most titles in this
genre have unobjectionable content. Their low
learning curve and high narrative content make these
games compelling to wide audiences and to nongamers.
Simulation Games
Most flexible for deploying existing games in a
Integrating gaming with formal education:
Bridging activities as a language
awareness foreign language pedagogy
framework
Just beyond the tech-sex appeal and monitor
halos rest the same issues and questions that
have confronted teachers and researchers for
decades (and millennia): What will (or should)
students learn? How are the task and situation
structured? How are students to demonstrate
new media savvy and how will this be measured
and evaluated? At the same time, as
reproduction of analog epistemology and
classroom hierarchy flourishes in this new era
of digital education (witness many of the
precisely modeled simulacra of educational
settings within Second Life, for example), in
other quarters, implicit understandings of the
representation, expression, and organization of
knowledge and discourse become problematic,
as Internet-mediated realities challenge the
adequacy of conventional classroom practices,
in part because formal educational contexts
and objectives often have limited relevance to
the immediate, and mediated, social,
communicative, and informational needs of
classroom setting
One video game genre particularly well suited for
beginning learners in classroom settings is simulation
games. Here players are placed in charge of
managing a complex system - e.g. running a city,
directing an ant colony or operating an amusement
park. Ironically, the best selling computer game of all
time is one in which players simulate ordinary
everyday life. In The Sims, players first create a virtual
family by specifying physical attributes, clothing and
personalities for a set of family members. Next, they
are given a budget for constructing a house for the
family to live in. Once they have moved the family into
the new house, players essentially author a story
about the lives of that family. Described as a "virtual
doll house" (Wright 2003), The Sims requires players
to balance the wants and needs of their characters
while helping them to advance their personal lives:
finding jobs, making friends and improving their
capabilities. In the process, players direct their
characters through daily tasks such as washing
dishes, cleaning the bathroom and relaxing by the
television.
With its focus on everyday activities, The Sims series
turns out to match up surprisingly well with the content
of typical introductory foreign language classes (parts
of the body, parts of the house, professions, etc).
Rather than having to use the 'edutainment' language
learning video games currently available, many
instructors have opted simply to use the foreign
language versions of mainstream games in their
classrooms. For example, Felix Kronenberg has
students in his German class use The Sims 2 to
generate stories in German about the lives of the
characters they create (2007). Similarly, Mylene Catel
(2008) imports characters from her French literature
class into the game, then directs her students to use
the game to author extensions to the story world by
playing out the everyday lives of those characters.
Richard Sanford and his colleagues (2006) report on
similar experiences with French teachers throughout
the U.K. Others (Miller & Hegelheimer 2006; Ranalli
2007) use the game in ESL classes to stimulate
interest in reading and to expand learners'
vocabularies. Purushotma (2006) describes how the
students.
Online multiplayer games are massively
popular, with some games involving millions of
players worldwide (e.g., World of Warcraft,
Blizzard Entertainment). As discussed
throughout this paper, gaming environments
have been shown to provide opportunities for
immersion in distinctive linguistic, cultural, and
task-based settings that have tremendous
potential as sites for designed experience and
learning (see Barab, Arici, & Jackson, 2005;
Gee, 2003; Squire, 2003, 2006; Steinkeuhler,
2004) and for language learning in particular
(Purushotma, 2006; Sykes, 2008; Thorne,
2008a). An array of specific literacy practices
are associated with such games that utilize
language and other in-game semiosis to
develop strong "projective" identities, defined
as long-term and usually consistent identities
that players project onto their in-game
characters (Gee, 2005). However, integrating
gaming-based language activity into traditional
educational curricula and institutions poses a
number of challenges.
To enhance possibilities for agentive language
use by foreign language students, one
pedagogical proposal, called "bridging
activities" (see Thorne & Reinhardt, 2008;
Thorne, 2009), is to have students themselves
select and bring in non-traditional examples of
communicative interaction or texts -
for
example, online discussions and chat logfiles
relating to game play -
that they find to be
interesting, puzzling, or are curious about. With
appropriate teacher assistance, the next step
would be to stylistically analyze the texts, asking
- "why do certain texts and textual or discourse
conventions work well (with a given audience,
context, and purpose) and others not?"
Following this, a comparison can be made
between the gaming texts and genreapproximate analog text types produced for
school or mainstream media distribution, asking
- "what are the patterns of effective language
use in gaming environments? How are these
game can be modified to include built-in language
learning content. With their inherently open-ended
texts linguistically and stylistically realized? In
\A/hat ways does language use in the service
nature and direct relevance to everyday phenomena,
goal-directed activity within a game differ from
simulation games (along with puzzle adventure games)
conventional classroom discourse?" In practice,
are probably the easiest video game genre to deploy
both teachers and students would engage with
for classroom-based language learning. Since many of these questions and attempt to develop
the games are already available on the
commercial market, little or no programming resources
bridging activities that minimally serve two
functions: 1) to highlight attention to linguistic
would be needed to create games in this genre that
are suitable for language learning. Like puzzle
and rhetorical form as they relate to the
production of meaning and/or social actions, an
adventure games, only the production of curricular
development and teacher training materials would be
important aspect of language use in most all
situations, and 2) to increase the practical
needed to deploy such games on a wider scale.
relevance and contemporary currency of
Virtual Pet Social Sims
foreign language materials and opportunities
for engagement. This represents a move that,
Easiest genre for developing games for young children under ideal conditions, provides vivid, context
At the same time that the original The Sims game was situated, and temporally immediate interaction
with "living" language use. Bridging activities
being developed, in 1999, two college students were
are not intended to be a replacement for
designing Neopets, a game world in \Nhich fellow
standard texts, reference grammars, and
students could create virtual pets and play with them
assessment tools. Rather, they are meant to
online. Their stated goal was to "keep university
provide a realia counter-weight to the
students entertained, and possibly make some cash
prescriptivist versions of grammar, style, and
from banner advertising" (Headon 2002, Grimes &
vocabulary in foreign language texts that
Shade 2005). By 2003, the site had grown
to accommodate 50 million players worldwide with over
2 billion page vie\IVS per month (Grimes &
site in a deal valued at $160 million. Ultimately it
typically are not based upon actual language
use (for exceptions, see Carter, Hughes, &
McCarthy, 2000; Thorne, Reinhardt, &
Golombek, 2008). The pedagogical impetus for
has grown to over 150 million players, racking in over
this approach includes the following:
Shade 2005). Two years later, Viacom purchased the
a half trillion page vie\IVS (Neopets 2008).
• To improve understanding of both
More recently a similar site, Club Penguin, was
conventional and internet-mediated text
purchased by Disney in a deal valued at $700
million. Like The Sims, the everyday routine tasks
genres, emphasizing the concept that
specific linguistic choices are associated
found in these games make them highly amenable to
TBLT pedagogy (feeding/clothing your pet, finding
with desired social-communicative actions;
them jobs, building them a place to live, etc). Unlike
The Sims series, their comparatively simpler graphics
would greatly reduce a development budget for
those looking to create games specifically for foreign
language learning. Their highly social nature and
the numerous possibilities for players to interact with
others from all over the world make them a rich ground
for language learning, even outside of the classroom.
While popular across all ages and both genders, cf.
39% < 12 years, 40% between 13-17 years, 21% > 18
• To raise awareness of genre specificity
(\Nhy certain text types work well for specific
purposes) and context-appropriate
language use;
• To build metalinguistic,
metacommunicative, and analytic skills that
enable lifelong learning in the support of
participation in existing and future genres
of plurilingual and transcultural language
use;
• To bridge toward relevance to students'
powerful catalysts for engaging them in extensive foreign language conversations. Additionally, webbased strategy games can be highly engaging and popular, yet still remain easy to access and relatively
inexpensive to develop. For example, the popular site Travian.com features nearly a million active users
across numerous countries and languages, yet the core was programmed by Gerhard MOiier, a 22-year
old chemical engineering student at the Technical University of Munich (Galaxy News 2005). On
the English version, participants from all over the world engineer complex alliances to ensure the
prosperity of their city. Because those who are able to form alliances across linguistic boundaries have a
distinct advantage, players are willing to expend considerable effort tutoring alliance members so they
can understand the various forms of communication taking place within an alliance. Such games could
easily be incorporated in a mid-advanced level classroom where students report on and aid one another
in their interactions with players from the target country.
MMORPG- Massively multiplayer online role playing game
Most comprehensive genre for high-budget development
While they are also the most challenging to implement successfully, MMORPGs likely hold the
greatest range and potential for designing an immersive language learning environment. It is also
important to keep in mind that the term "MMORPG" can be applied to a number of vastly different games.
At the top end, an MMORPG like World of Warcraft carries a development price tag of $60 million (Koster
2006) and would be far too expensive to duplicate with the specific purpose of learning a foreign
language. This is especially true when one considers that fact that the research and development
needed to make any game effective for language teaching multiplies its design budget considerably.
There are, however, numerous suggestions and reports focused on adopting and adapting existing topend MMORPGs to be used within language learning environments (Byrant 2007, Roy 2007, Thorne
2008a).
To present one example, Thorne (2008a) describes an impromptu dialogue between two World of
Warcraft gamers, one American and the other Ukranian. Both are battling computer-generated foes in
the same area, when the Ukranian sends the following message to the American: "ti russkij slychajno ?",
to which the American replies with a question mark. Approximately 150 lines of dialogue ensue that
include introductions, statements of real world location, discussion of game strategy, common interests in
music, and attempts at using Russian by the American (with the help of solicited "just in time" messages
from a Russian speaking friend via Instant Messenger). The matrix language for this interaction was
English but three languages (including multiple uses of Russian and one instance of a Latin aphorism)
were used in total. From a language learning perspective, the conversation was natural and
unconstrained by the fabricated (if also developmentally useful) patterns that characterize much
instructional setting language use. The transcript shows reciprocal alternations in expert-novice status
such that both participants provided language-specific explicit corrections, made requests for linguistic
assistance, and collaboratively assembled successful repair sequences. From an ethnomethodological
perspective, the social order illustrated by this pair provides significant opportunities for both producing
new knowiedge and refining existing knowiedge about language use, as well as refining World of Warcraft
game strategy. In a follow-up conversation , the American studentexpressed strong interest in studying
Russian, in part to improve his World of Warcraft in-game experience with Russian speakers. He also
reported that another student in his dorm, a highly enthusiastic gamer, had already begun to study
Chinese with the primary goal of more fully participating in Chinese language-mediated game play.
As an alternative to using existing MMORPGs or developing a top-end foreign language specific
MMORPG from scratch, a number of services are emerging that enable developers to create such games
at dramatically lower costs by providing them with pre-assembled pieces of a virtual world which they can
then stitch together to suit their specific needs. Services like metaplace.com allow for a variety of
platforms, including web-based and embeddable games, while services like multiverse.net,
opencroquet.org and projectdarkstar.org allow developers to easily construct 3D worlds with virtual
avatars. Sykes (2008), for example, describes the use of croquet (opencroquet.org) to develop a foreign
language specific Synthetic lmmersive Environment (SIE) designed for the learning of Spanish
pragmatics. The game, Croquelandia (croquet.umn.edu), integrates many features creatively
appropriated from commercial online games to produce explicit, educationally-related outcomes. In
Croquelandia, learners engage a variety of goal-directed activities (quests) designed to provide
behavior-based corrective feedback through interaction with Non-Player Characters (NPCs),
native speakers, and other group members. Interaction within this SIE carries the ultimate goal of
enhancing learners' ability to deal with various pragmatic features of L2 Spanish. Initial learner perception
and outcome data suggest a positive effect for the use of SIEs for the development of L2 pragmatic
awareness (Sykes, 2008; Sykes, Oskoz, & Thorne, 2008).
Alternate Reality Games -ARG
On July 16th 2004, a number of popular website owners received mysterious packages at their
doorstep (Szulborski, 2005). The packages were ostensibly from a company named "Margaret's Honey"
and included a sample bottle of honey from the company. Included with the honey was a series of cutout
letters, including the letters "B", "I", "L", "O", "S", "V' and three letter "E's". After trying various
arrangements, a number of the recipients noticed that they could be arranged to form the sentence "I
Love Bees", which prompted them, in turn, to try looking up "ilovebees.com." There was, indeed, such a
website, and it turned out to display a page for 'Margaret's Honey'. But the site appeared to have been
hacked, with strange messages appearing on it:
HALT - MODULE CORE HEMORRHAGE
Control has been yielded to the
SYSTEM PERIL DISTRIBUTED REFLEX
This medium is classified, and has a
STRONG INTRUSIVE INCLINATION.
In 5 days, network throttling will erode.
In 19 days this medium will metastasize.
COUNTDOWN TO WIDE AWAKE AND PHYSICAL:
32:15:38:10:831
Make your decisions accordingly.
At the end of the webpage was an appeal from Dana, ostensibly Margaret's niece, asking visitors to help
her figure out what was wrong with the website. Many recipients then posted entries on their biogs asking
readers to help them track down the cause of the hacks to Dana's website. Some of those readers
noticed that the images on the website were scrambled in systematic patterns; ultimately they turned out
to hold encoded messages within them. Rather than answers, however, those messages contained other,
even more perplexing messages that brought viewers even deeper into the world of I Love Bee's,
requiring them to invite even more friends to help. Ultimately, I Love Bee's swelled to include over
600,000 players world wide, making it one of the largest pools of collective intelligence assembled for one
of history's most challenging scavenger hunts.
As the game unfolded, clues lead players to a series of GPS coordinates and time codes. Each of
the GPS coordinates corresponded to one of 40,000 payphones scattered across the 50 U.S. states and
across 8 countries. These would ring at a specified time. Through the network of 600,000 players, and
with effective use of various communication technologies, players were able to identify places and relay
instructions to players near key payphones scattered across the globe, all within 20 seconds of
notification (McGonigal 2005). Answering the payphones, players received 15 second fragments of a 6
hour radio drama, which they then reconstructed on the web. At no time in the course of the events
triggered by the arrival of packages from the Margaret's Honey Company was the activity clearly
categorized as a game. Players did not open up a game application to enter a 3D-rendered world, then
close it down when they were finished. The technologies used were familiar (biogs, wikis, websites, etc)
and were geared to solving real-world problems and challenges. So
how did 600,000 players find the game interesting enough for then to invest their free-time in learning
how to use everyday technologies?
The director of I Love Bees described the core mandate of his game design philosophy as "to create
puzzles and challenges that no single person could solve on their own." (McGonigal 2007). By effectively
using web collaboration technologies, players learned how to function as part of teams larger than
anyone has been part of before, to solve problems more complicated than human beings had ever been
able to solve before. In The Beast, a similar game often described as the precursor to I Love Bees, the
original designers started with what they estimated to be 30 days worth of content, ranging from what
they thought would be "super-easy" to a degree of difficulty so high that "they're going to have to beg us
at the end of 30 days to give them hints." Making effective use of collaboration technologies, the first
group of players to stumble upon the game completed everything within the first day. From that day on,
the designers were in a non-stop scramble to simply throw out the most difficult problems they could
imagine (McGonigal 2005).
In the last ten years "WebQuests," that is, activities designed by teachers "in which some or all of the
information that learners interact with comes from resources on the internet" (Dodge 1997),
have exploded in popularity in schools. According to Google Adsense, search popularity for the term
"WebQuest" is now approaching that of the term "lesson plan" (Purushotma 2006). In a typical
WebQuest, students are given a scenario which requires them to extract information or images from a
series of recommended websites and then to compile their findings into a final report. For example,
students might be told they are part of a team of experts brought in to decide on the most appropriate
method for disposing of a canister of nuclear waste. They are then provided with a list of websites
relevant to waste disposal, and asked to present a final proposal to the teacher. While WebQuests
provide a popular theoretical framework for extracting information from new-media sources, there has
been little innovation about what to do with the information - other than to use it as
the basis of a report. For most students, a WebQuest assignment is an exercise in "overly structured
clicking and reading" (Dodge 2005). Quite simply, while many theorists and teachers love WebQuests for
their ability to connect students with varied and interesting information directly from the target culture,
students themselves are less impressed. The creator of the term "WebQuest", Bernie Dodge, comments
as follovvs (2005): "It's true that most WebQuests are boring, but I think that's because they aren't really
well designed, not because they don't have flashy graphics and interactivity. I'd like to think that getting
engaged in a problem that requires synthesis and problem-solving is motivating in a deep and useful way
that goes beyond Prensky's arcade-game type learning."
If we look closely at the design of Alternate Reality Games, at the core they are, essentially, extremely
well designed WebQuests that require synthesis, problem-solving and collaboration of large community of
people. Because most ARGs have been financed for the purpose of promoting a commercial product,
they have received little attention within the education community. But they do suggest invaluable models
for educators and researchers looking to progress beyond the limits of current WebQuest activities,
particularly for language educators looking to introduce students to websites from the target culture.
Language Learning and Video Games
The demographics of Internet-user populations show phenomenal expansion around the
world, approaching 1.3 billion individuals as of December, 2007 (as measured by internetworldstats.com).
Alongside the burgeoning numbers of Internet users comes a parallel growth in quantity and variety of
mediated expression, the everyday forms of participation in civic, professional, and social life, and
perhaps most profoundly, the emergence of entirely new social formations that have surfaced only in,
and through, Internet mediation (for discussions, see Jenkins, 2006; Thorne & Black, 2007). In this paper,
we have suggested that L2 education is entering a particularly critical stage that is marked by an urgent
need to examine (and create) gaming environments that are not only learning tools, but which also serve
as critical contemporary arenas for task-relevant communication and relationship building. Internetmediated communication is no longer a supplement to, or practice arena for, communication in everyday
life. Instead of merely simulating other modes of interaction, technology-mediated communication is, in
and of itself, the real thing that operates as a critically important medium for all manners of human
interaction.
These conditions raise questions as to how researchers and language educators might orient themselves
to the changing contexts of mediated language use, as well as to which genres and communication tools
should be included in instructed second language (L2) curricula. The above descriptions of gaming and
new media communication attempts to balance the resources and performance potentials of goaldirected gaming environments with the knowledge bases, analytic traditions, and conceptual-theoretical
frameworks that the institution of foreign language education can provide. To be clear, we are advocating
an approach designed to engender engagement through the utilization of students' digital-literacy
expertise and/or gaming experience or interest, but we seek also to provide encouragement for the
development of gaming environments that provide feedback at the level of linguistic form and exposure to
and movement toward awareness, and eventually mastery, of a wide range of communication genres,
including those associated most closely with traditional
literacies and "power genres" text conventions. To achieve this, we advocate the use of a three
point sequence when designing video games: genuine player need, linguistic support and creative
feedback. Additionally, we argue lingustic support should be provided within a three-layered presentation
offering meaning-only focused tasks, multimedia focus-on-form, then meta-linguistic descriptions and
conceptual treatments of forms.
The brief examples of gaming and new media literacies presented in this paper also precipitate a number
of challenges to the conventional goals and processes of foreign language education, such as the rigidity
of the gate keeping mechanisms of high stakes testing that recognize only analog genres,
the disconnect between the prescriptivist epistemology of schooling and language use that is appropriate
and even necessary for full participation in other contexts (Internet-mediated and otherwise). In an age
marked by transcultural and hybrid genres of communication, and in a global arena where in some
quarters, "plurilingualism" is already fronted as the goal of foreign language education (witness the
Common European Framework of Reference for Languages), these issues will increase in intensity and
complexity and must necessarily inform the foreign language educational frameworks of the future.
References